Shader "Transparent/AlphaOverdrive/vertexLit" {
Properties {
	_Color ("Main Color", Color) = (1,1,1,1)
	_SpecColor ("Spec Color", Color) = (1,1,1,0)
	_Emission ("Emmisive Color", Color) = (0,0,0,0)
	_Shininess ("Shininess", Range (0.1, 1)) = 0.7
	_Alpha ("Alpha", Range (0, 1)) = 1
	_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
}

Category {
	Tags {"RenderType"="Transparent" "Queue"="Transparent"}
	Blend SrcAlpha OneMinusSrcAlpha
	SubShader {
	
		Material {
			Diffuse [_Color]
			Ambient [_Color]
			Shininess [_Shininess]
			Specular [_SpecColor]
			Emission [_Emission]	
		}

    Pass {
        ColorMask 0
    }
		Pass {
			ZWrite On
			Cull back
			Lighting On
			SeparateSpecular On
			SetTexture [_MainTex] {
				Combine texture* primary DOUBLE, texture* primary
			}
			SetTexture [_MainTex] {	
				constantColor (1,1,1,0)
				Combine previous*Constant
			} 
			SetTexture [_MainTex] {	
				constantColor (0,0,0,1)
				Combine previous+Constant
			} 
			SetTexture [_MainTex] {	
				constantColor (1,1,1,[_Alpha])
				Combine previous*Constant
			} 
			
		}

} 
}
}